I think perhaps a number of amicable solutions could come from a Guildhall mechanic
I like the idea of guildhalls (and services associated with them), but I'm not sure they would really make raiding more accessible to new/low-tier characters (kind of the point to this thread, no?). Replacing the existing system (buff bots) with a guildhall augur would primarily effect those with access to buff bots already. A Dalaya's Beginners guildhall could be beneficial -- assuming it created a centralized place for augurs, and maybe some other new raider oriented services.
NPC augurs as they are have some issues in how scattered they are, how expensive they are for a fresh 65, and how many are on factions which many classes/races cannot get beyond dubious.
Buffs need to be fixed in this game desperately.
Besides taking too long to buff people what are the major problems you see with buffs? Here is where I think some problems crop up:
(1) Buff scaling -- probably most noticeable with +health/mana and mana regen buffs, but applicable to almost all buffs with flat bonuses -- these buffs give a flat benefit to toons, making them a huge boost at low-tiers. As a result, if you don't have access to these buffs as a fresh 65 (through friends / buff bots / etc) content suddenly gets much harder, much faster (after all 65 exp has been developed with these buffs -- and the huge power boost they represent -- in mind).
(2) Buff duration -- duration is all over the place, especially with low level buffs, where you have things like SHM stats with 1 hour base duration, but Inner Fire/Courage with a 30 min base duration, making certain buffs more tedious than they should be.
IMO a better design would be something like all buffs intended as long duration (i.e., intended to last multiple encounters) should have a flat base duration with level-based increases to duration (in addition to focus effect/AA modifiers). This would allow buff casters to feel more noticeably powerful as they level up and (depending on how the formula is written) end up with high-end buffs lasting a reasonably long time.
E.g., with a flat base of 30 mins and lvl modifying formula = base duration (1 + .1(level)) -- long duration buffs cast by a lvl 1 Cleric lasts 33 minutes, by a lvl 2 lasts 36 minutes, by a lvl 3 lasts 39 minutes, by a lvl 4 lasts 42 minutes, etc. Meaning the base duration by lvl 65 would be 3 hours 45 minutes (to be further modified by focus effects/AAs).
(3) "Necessary" buffs -- I mainly play Rogue so I can speak most to melee dps "necessary" buffs. Spell haste is huge at any tier for melee dps. In part, this is because there are no clicky equivalents (e.g., casters have access to lesser mana regen clickies) -- but in larger part it is because the spells are so powerful -- lvl 60 enc haste gives +75% spell haste. Having access to that large of a power boost is immense -- that much spell haste is 2-3 times the haste of most low-tier worn haste, and is still 1.5 times the
best worn haste. This means that having regular access to an enchanter buff bot is from a certain point of view a larger power boost to a rogue/monk than T13 gear.
(4) Few short-term buffs -- for classes where much of their utility comes from their buffing other party members, you can essentially load their buffs and then forget about them. Shifting some of the power boost from their long-term buffs, to short term (i.e., meant to last a single/few encounters) would make buff bots less relevant and filling groups more desirable.
(5) Reagents -- these could be more interesting and meaningful part of buffs (and other spells). Examples: add flawless peridot as a world drop, spells requiring peridot to cast would be empowered in some way when cast using a flawless peridot; use an alt. currency for reagents (when you want to use a specific reagent you click the create alt currency button to have it in your inventory); make more spells use reagents (but make it easier to carry around a bunch of reagents); have reagents effect spells in ways beyond castability (mana cost, duration, soul bond, etc.).